Contents

Just like in PvZ Heroes, there are 'Types' of cards. Type determines what Heroes can play what cards. Each Hero has two Types of cards they can put into their 40 card deck. The four types are:

Mega: Mega Cards focus on getting stronger as the game continues, and buffing what you've already played. Its representation color is dark gray.

Sneaky: Sneaky Cards are dangerous but risky. They have a knack for being invisible, moving around to avoid combat, and being generally a pain. Its representation color is black.

Guardian: Guardian Cards are powerful on defense, and work well to keep everyone alive. They can group up with another card in a lane for double power, and can take quite the brunt of pain. Its representation color is brown.

Arcane: Arcane Cards are unique. They hold many Drones, Tricks, and Cult tanks beneath the category that can fill up and amass a huge army quickly if not handled fast. Its representation color is a dark purple.

Spiritual: A niche class of cards that involves not buffing your power, but nullifying the enemy. They have a lot of removal cards, and act as a passive, more middle-ground between Arcane and Mega. Spirit tribe cards are exclusive to this type. Its representation color is yellow.

Smarty: Smarty Cards are powerful in a team, and have a lot of card draw. Smarty is a very control based class, with it having a strong mid to late game, with small amounts of early game rush potential. The Science tribe can mainly be found here, but is also in many other Types. Its representation color is white.

Now that we have the Types out of the way, let's look at the Heroes. Heroes can have two Types of cards in their decks, and cannot use cards of other Types. Some Heroes are better for certain decks than others. Every Hero in DCoW Heroes is a prominent user on the wikia, adjusted to Diep.io and with new names. Hero images are spread around the Mechanics area.

NOTE: This area will look messy for a bit. Some heroes are still users while some have already done the revamp.

Each Hero gets 3 Hero Powers. Each Hero has its own 'Signature Superpower' which only THAT Hero can use. The other two are select Superpowers, 1 from each of their Types. There are 15 non-Signature superpowers, 3 of each Type, so a Hero gets its Signature Power, and one from each Type that it is made up, totaling three per Hero. All Superpowers are listed below, and then at the bottom of the list, I will show what three powers each Hero has. All Hero Powers cost 1 Tankit to use. Each time your Block Meter activates, you get one. You can either use it when you get it, or save it for later.

Summoning: Zathsu's Signature Superpower. Summon in a random card that costs 3 Tankit or less in a selected lane.

Galvanize: Teamerz's Signature Superpower. Move a unit. It does a Bonus Attack.

Cards are strange. There are four card rarities, and each card has three stats: Health, Attack, and Cost (By the way, cost is measured in Tankit, kind of like Mana is in Hearthstone, etc.). Each card also falls under one of the five Types.

Cards are also divided into 'Tribes'. Don't think two much of Tribes. They basically determine what Cards can do what to each other. Say a card 'Gives +1 Attack to all Polygon cards', then all ally cards in the Polygon Tribe get +1 Attack, stuff like that.

Cards also can have special effects, listed on them. Some cards may do a Bonus Attack when placed, or maybe they have 'Strikethrough'. I will go over what all of this means eventually.

There can be 40 cards in a deck, no more no less. You can have up to four copies of each card in your deck, no more than that.

The playing field is made up of five lanes. Unlike PvZ Heroes, all lanes are the same (in PvZ Heroes, the first lane is 'high ground', and the fifth lane is the 'water lane'. We won't do that here). When the Battle Phase initiates, the battle will go from left to right (Tanks in the first lane attack first, and it goes right from there). That's really all there is to it. One Unit Card can be placed per lane, unless a Card has the 'Team Up' effect, in which another card can be placed in the same lane as it.

Some cards have specific specialties. Here are the general ones not specific to any one card.

Strikethrough: Cards with Strikethrough hit all Units in the lane, and the Hero themselves for the Attack of the unit with Strikethrough.

Team Up: Units with Team Up can be placed in a lane regardless if there's another unit there. Likewise, units without Team Up can be placed into a lane if there is a Unit with Team Up already there. It allows you to get more cards down at once, and allows some cards to defend others.

Bullseye: Units with this ability do NOT charge the Enemy Hero's Block Meter when they hit. (We'll get into Block Meters in a bit)

Anti-Hero: When there is no enemy unit in the lane, and this Unit can hit the Enemy Hero directly, they're Attack increases by the listed amount of Anti-Hero they have. If the enemy does play a Unit here, the card with Anti-Hero's attack goes back down. Basically, if it can attack the enemy hero directly, it does more damage to them.

Armored: Decreases damage taken by the listed amount. Say a card has Armored 1, and an enemy with 1 Attack tries to attack it. The card with Armored 1 takes 0 damage, because at least 2 damage is needed to get passed the Armored 1 effect. Armored can be any value, not just 1.

Frenzy: When a unit with Frenzy kills an enemy, it attacks again. Frenzy will not activate if the unit dies in the Combat Phase.

Other Terminology is listed here:

Bonus Attack: When a card does a second attack before or after the Battle Phase. Bonus Attacks after combat will not occur if the unit that does a Bonus Attack after combat dies from the combat.

Paralyzed: The unit that is Paralyzed will not attack next combat phase.

Bounce: To bounce means to return the card to the person who played it's hand.

Heal: Just keep in mind, Healing is much different than getting +1 Health. Healing increases a unit or hero's current health up, while getting +1 Health means increasing both Current AND MAX HEALTH by +1.

Teleporting In Before Combat: Your enemy will know a card has been played (symbolized by a cyan glow on the tile), but will not know what until right before the combat phase.

Every time a Hero gets hit, they're Block Meter charges by an amount. Once the Block Meter reaches eight, the Hero takes no damage from the attack that made it reach 8, and it resets to 0. How much the Block Meter charges is determined by the intensity of the attack.

Being hit for 1-2 damage will make it go up by 1.

Being hit for 3-4 damage will make it go up by 2.

Being hit for 5+ damage will make it go up by 3.

Being hit by a unit with Bullseye will make it not go up at all.

This is unlike PvZ Heroes, where every attack raises it a random amount between 1-3. I figured my system was more fair and not RNG deciding who wins.

I said not to worry about Tribes, but here I go more in-depth. Tribes are not as determinative as Types are. Tribes just list WHAT a card is, and basically, what works together well. They are listed below. A card can have two Tribes, but Tricks can have 3, because 'Trick' is considered a Tribe, not just a card denomination.

-Unit Cards are basically a playable unit. They have Health, Attack, and Cost, and can be killed. Played in lanes, and can have up to two Tribes.

-Tricks are like 'Spells'. They are used, but are not a Unit themselves. They trigger an EFFECT when played. Some Tricks may SPAWN Units, but is not a Unit itself. Take the 'Wormhole' card for example. It triggers an effect that kills an enemy card of the user's choice with 3 Attack or more. Tricks can have three Tribes, as Trick itself is considered a Tribe, so its the usual 'up to 2' of a regular Unit Card, but +1 since Trick is always a Tribe of a Trick card.

Cards are landscape rectangles. The Cost is in a box on the top right, the Health is in a heart on the bottom left, and the Attack is in a circle on the bottom right. A picture of the unit is in the middle. The symbol of the Attack thing changes depending on effects. If the unit has Strikethrough, instead of a circle, it is a cyan arrow with the number in it. If it has Bullseye, the symbol is a green scope with the number in it. If the unit has Anti-Hero, it is a purple sword with the number in it. The number becomes green while Anti-Hero is active.

The outline of the card is determined by card rarity. Common Cards have a light blue outline, Rare Cards an orange outline, Epic Cards a purple outline, and Legendary Cards a rainbow outline. The interior background of the card is the color of the Type the unit or trick is. Mega is gray, Sneaky is black, Guardian is brown, Arcane is dark purple, Spiritual is yellow, and Smarty is white.

Trick cards are shaped like ovals instead of rectangles, and have the cost in the top-right and the image in the middle.

For both cards denominations, effects are not shown anywhere on the actual cards, for clarity, just like in PvZ Heroes. When 'Appearance' comes up on the cards in the Cards section, that means the appearance on the cards themselves. Trick Cards will only be told apart from Units by having the Trick Tribe, so look out for that.

Appearance: A Hunter with a lance coming out of the top barrel. A long-ways oval is on the back with a tube leading into the tank itself. A lightning bolt symbol is on the tank. The entire barrel set-up is sparking.

Specials: Kill the unit that killed it. Spawn a random Drone Tribe card here upon death. Card summoned cannot be any other Tribe except Drones, so no 'Drone and Tank' Tribe cards will spawn. Also has Armored 1.

Rarity: Epic.

Appearance: Kind of like the Wicked Prince, except the shield is replaced with a drone spawner, and the lance is replaced with a standard barrel.

Appearance: A tank that has a skull mask, horns, and two Auto Turret circles. The left one has a Destroyer barrel, and the right one has a flail made of gray circles. The last one on the flail is larger and covered in small lances.

Appearance: A golden tank with the visor of a helmet down over the middle of it. A blue feather sticks out of the top. There is a small tank with a lance connected on his right, and a small tank with a shield connected on its left.

Appearance: A Pentagon with angry eyes. The right one has a scar. The left arm is a small Lancer, and the right arm is a circle with a rectangle that connects to another circle (which acts as an elbow). The rectangle coming out of that circle going inward is a barrel.

Specials: When damaged, summon a random Drone tribe card in a random place. The card will ONLY be the Drone tribe and cannot be a combo of tribes that includes Drone.

Rarity: Epic.

Appearance: A tank with a skull mask, a top hat, and is slightly bowing. His right arm is held up, with a magic wand flickering. When damaged, he flicks his wand and a Drone appears in a purple smoke cloud.

Appearance: A giant brown square, with an Auto Turret on top. This Auto Turret actually looks like the launching part of a catapult and goes backward. On each side, barrels go longways to look tank treads.

Specials: Strikethrough. When played, summon two Cult tribe tanks in random lanes. Every two turns, all Cult Tanks get healed for 1.

Appearance: The Archprophet, one hand raised engulfed in flame, the other lowered with blue electricity crackling around it. His eyes have black mist curling upward. The same purple vortex in the background of his navbox image on his page in the background.

Specials: Your opponent does not know this card has been played until it is attacked, as it will remain invisible until activated. When activated, summon a 'Minions' card in this lane, and the lanes next door if available.

Appearance: A Sleeping Nightmare with three Minions circling it. (This card was not my idea, credit to its creator)

Specials: When played, summon two Dancers. Strikethrough. Every turn, this card moves and gets +1 ATK.

Appearance: A tank with a giant disco afro, a single-glass goggle mask thing, and a huge grin. His right arm is pointing into the air, and his left has an Auto Turret. Crackles with electricity and has a rainbow glow.

Specials: Gets the added Health of BOTH heroes. Strikethrough. Effected by Anti-Hero.

Appearance: A giant golden tank, with a helmet visor, crimson cape, and spiked Auto Turrets. There is one Auto Turret on each side, one having a lance, the other having a Destroyer barrel. A red feather comes out the top.

This game has inspired another user on the wikia, RavenKing, to make his own variation, Diep Conception Heroes! Definitely check that out second to see what other unique twists he puts into the system. The game mechanics are almost the same as here. :)